Business And Economy Archive
Thread: The Fix Repair Petetion
bluejanus wrote:
BlackJango wrote:
Tired of 99.9909099 Kits failing 8 outa 10 times?
Hate it when that 611 max DE-10 gets silenced by a repair.
*Sorry if this is alrdy somewhere else, if it is, tell me and ill edit all this out*
I thought the percentage on kits was the amount of experimentation, not the chance of success. It's better for things in the game to wear out and break. How's the economy going to work if no one needs to buy anything more?
Perhaps a clarification of how the kits work would be in order. My assumption has always been the 99.1% refers to how WELL the kit can repair any given item. Example, a 99.1% would be *capable* of repairing the item to 99.1% of it's former condition. Then the ability of the person repairing would be factored in - Meaning that Artisans with their additional Repair skills would be more likely to repair said item to the actual 99.1% condition. People with NO repair skills wouldn't use the tool as efficiently, and since they have no "specialized" skills in repair, suffer from the lack of knowledge, and can't repair as well.
Since repair mods appear to be a "broken" skill however.. No matter how good the TOOL, there is no ability to increase the success of repairs.
Am I incorrect? Can somebody give corrected information if I am incorrect?
Phaelyn wrote:
NetViperX wrote:
Amen brother, I have recently broken all 3 peices of armorI tried to repair, and my kit is %99.999999. They need to go back to math class for a while, because in any math class I ever took, 99% success rate would mean 99 successes and 1 fail out of 100 attemps. Not 3 fails in a row on a five use item. So far my 99.9999% tool has been more of a 20.0000%, and Im afraid to even use one again withwhats its done too me so far.
I too would like this addressed. But, the system isn't as broken as we seem to think it is. You see, all repair tools for weapons, armor and clothing can indeed be very close to 100%. But that means the TOOL is capable of repairing an item to 99.99% - Not teh player. A player, unless the specialize in one of the professions and gets the repair ability has absolutely no ability. The system SEEMS to be treating this like a player has NEGATIVE ability however. If you have 0 ability, and use a 99.99% tool, the ability SHOULD average to around 49.99% - But, since the system seems to assume a negative ability, the actual rate seems to be around 15-20% repair rate while using an almost perfect tool. As such, these areas need to be fixed:
1) Make sure the system defaults 0 ability at ZERO, not a negative.
2) Fix repair in the professions as well - it's just as broken. If an artisan should have a bonus to insure better repairs - make it worth something. Might actually create a financial boon to Artisans.
3) Make the Repair SEAs actually function.
I think that this is actually how it works.
Then you also need to realize that after the above calculations are done, it falls into different types of repairs, for example.
5% Perfect repair
5 - 25% Minor Blemishes
25 - 50% Good repair
50 - 75% Poor repair
75 - 100% Destroyed item
Now these are just numbers that I totally made up, I don't know what the actual numbers are. However,I do feel that a system like this is what is in place.
Now I know a lot of people hate blowing up their stuff, I know I do, but it's good actually, here is why.
#1. There is a ton more loot out there now, a large portion of this is skill attachments. This is good, it makes looting fun. However, if there is not a STRONG decay system, you will have people in super uber suits that last forever. Sure now you can make a "good" suit, that you only wear on occassion, but it will still eventually wear out.
#2. Try being one of those crafting professions that doesn't have decay, such as Tailor, Arch, or DE. They suffer a lot from not having a renewable market. There is a MASSIVE amount of money that comes into the system from missions. Currently some of that is spent on Weapons, Armor, Food, and Buffs, and to some extent other things. However, the crafting professions that get the most of this are those that have good decay. Even with all the expenses, Combatents still walk away and bank a large sum of cash.
The LAST thing this game needs is to reduce the amount of decay on items that currently decay. More things need to decay actually so that other professions get their piece of the money that combatents have to spend as well.
Message Edited by Straker_Atrella on 02-07-2005 06:34 PM
Items should be repairable by crafters. For a succesful repair they should have to use some resources necessary to craft the items (for uber items sake, not the uber loot resources like damage geo cubes and krayt tissues) and then hand repair the item.
This way an enhanced repairing system wouldn't hurt the crafters too much. Still there should be some decay like 0.5 % for every repair by a professional.
I know. We WANT those uber weapons to decay so we can make/sell more. But, and it's especially true with armour, we want them to last a LITTLE longer than one run thru the DWB. :lol
Message Edited by OlisJ on 02-09-2005 10:55 PM